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* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
617 lines
19 KiB
Plaintext
617 lines
19 KiB
Plaintext
///The cooldown between messages when attempting to break out of a morgue tray.
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#define BREAKOUT_COOLDOWN (5 SECONDS)
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///The amount of time it takes to break out of a morgue tray.
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#define BREAKDOWN_TIME (60 SECONDS)
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/obj/item/paper/guides/jobs/medical/morgue
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name = "morgue memo"
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default_raw_text = "<font size='2'>Since this station's medbay never seems to fail to be staffed by the mindless monkeys \
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meant for genetics experiments, I'm leaving a reminder here for anyone handling the pile of cadavers the quacks are sure \
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to leave.</font><BR><BR><font size='4'><font color=red>Red lights mean there's a plain ol' dead body inside.</font><BR><BR>\
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<font color=orange>Yellow lights mean there's non-body objects inside.</font><BR><font size='2'>Probably stuff pried off a \
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corpse someone grabbed, or if you're lucky it's stashed booze.</font><BR><BR><font color=green>Green lights mean the morgue \
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system detects the body may be able to be brought back to life.</font></font><BR><font size='2'>I don't know how that works, \
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but keep it away from the kitchen and go yell at the coroner.</font><BR><BR>- CentCom medical inspector"
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/* Morgue stuff
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* Contains:
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* Morgue
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* Morgue tray
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* Crematorium
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* Creamatorium
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* Crematorium tray
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* Crematorium button
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*/
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/*
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* Bodycontainer
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* Parent class for morgue and crematorium
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* For overriding only
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*/
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GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants and other ghosties.
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/obj/structure/bodycontainer
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icon = 'icons/obj/structures.dmi'//ICON OVERRIDDEN IN SKYRAT AESTHETICS - SEE MODULE
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icon_state = "morgue1"
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density = TRUE
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anchored = TRUE
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max_integrity = 400
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pass_flags_self = LETPASSTHROW | PASSSTRUCTURE
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dir = SOUTH
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///The morgue tray this container will open/close to put/take things in/out.
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var/obj/structure/tray/connected
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///Boolean on whether we're locked and will not allow the tray to be opened.
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var/locked = FALSE
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///Cooldown between breakout msesages.
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COOLDOWN_DECLARE(breakout_message_cooldown)
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/// Cooldown between being able to slide the tray in or out.
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COOLDOWN_DECLARE(open_close_cd)
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/obj/structure/bodycontainer/Initialize(mapload)
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. = ..()
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if(connected)
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connected = new connected(src)
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connected.connected = src
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GLOB.bodycontainers += src
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register_context()
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/obj/structure/bodycontainer/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(!locked)
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context[SCREENTIP_CONTEXT_LMB] = "Open/Close"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bodycontainer/Destroy()
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GLOB.bodycontainers -= src
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open()
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if(connected)
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QDEL_NULL(connected)
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return ..()
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/obj/structure/bodycontainer/on_log(login)
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..()
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update_appearance(UPDATE_ICON)
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/obj/structure/bodycontainer/relaymove(mob/living/user, direction)
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if(user.stat || !isturf(loc))
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return
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if(locked)
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if(COOLDOWN_FINISHED(src, breakout_message_cooldown))
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COOLDOWN_START(src, breakout_message_cooldown, BREAKOUT_COOLDOWN)
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to_chat(user, span_warning("[src]'s door won't budge!"))
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return
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open()
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/obj/structure/bodycontainer/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(locked)
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to_chat(user, span_danger("It's locked."))
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return
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if(!connected)
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to_chat(user, "That doesn't appear to have a tray.")
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return
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if(connected.loc == src)
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open()
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else
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close()
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add_fingerprint(user)
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/obj/structure/bodycontainer/attack_paw(mob/user, list/modifiers)
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return attack_hand(user, modifiers)
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/obj/structure/bodycontainer/attack_robot(mob/user)
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if(!user.Adjacent(src))
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return
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return attack_hand(user)
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/obj/structure/bodycontainer/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 5)
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/obj/structure/bodycontainer/container_resist_act(mob/living/user)
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if(!locked)
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open()
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return
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user.changeNext_move(CLICK_CD_BREAKOUT)
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user.last_special = world.time + CLICK_CD_BREAKOUT
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user.visible_message(null, \
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span_notice("You lean on the back of [src] and start pushing the tray open... (this will take about [DisplayTimeText(BREAKDOWN_TIME)].)"), \
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span_hear("You hear a metallic creaking from [src]."))
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if(!do_after(user, BREAKDOWN_TIME, target = src))
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return
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if(!user || user.stat != CONSCIOUS || user.loc != src)
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return
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user.visible_message(
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span_warning("[user] successfully broke out of [src]!"),
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span_notice("You successfully break out of [src]!"),
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)
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open()
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/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/obj/structure/bodycontainer/proc/open()
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if(!COOLDOWN_FINISHED(src, open_close_cd))
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return FALSE
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COOLDOWN_START(src, open_close_cd, 0.25 SECONDS)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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var/turf/dump_turf = get_step(src, dir)
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connected?.setDir(dir)
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for(var/atom/movable/moving in src)
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moving.forceMove(dump_turf)
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animate_slide_out(moving)
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update_appearance()
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return TRUE
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/obj/structure/bodycontainer/proc/close()
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if(!COOLDOWN_FINISHED(src, open_close_cd))
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return FALSE
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COOLDOWN_START(src, open_close_cd, 0.5 SECONDS)
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playsound(src, 'sound/effects/roll.ogg', 5, TRUE)
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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var/turf/close_loc = connected.loc
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for(var/atom/movable/entering in close_loc)
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if(entering.anchored && entering != connected)
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continue
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if(isliving(entering))
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var/mob/living/living_mob = entering
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if(living_mob.incorporeal_move)
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continue
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else if(istype(entering, /obj/effect/dummy/phased_mob) || isdead(entering))
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continue
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animate_slide_in(entering, close_loc)
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entering.forceMove(src)
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update_appearance()
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return TRUE
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#define SLIDE_LENGTH (0.3 SECONDS)
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/// Slides the passed object out of the morgue tray.
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/obj/structure/bodycontainer/proc/animate_slide_out(atom/movable/animated)
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var/old_layer = animated.layer
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animated.layer = layer - (animated == connected ? 0.03 : 0.01)
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animated.pixel_x = animated.base_pixel_x + (x * 32) - (animated.x * 32)
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animated.pixel_y = animated.base_pixel_y + (y * 32) - (animated.y * 32)
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animate(
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animated,
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pixel_x = animated.base_pixel_x,
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pixel_y = animated.base_pixel_y,
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time = SLIDE_LENGTH,
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easing = CUBIC_EASING|EASE_OUT,
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flags = ANIMATION_PARALLEL,
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)
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addtimer(VARSET_CALLBACK(animated, layer, old_layer), SLIDE_LENGTH)
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/// Slides the passed object into the morgue tray from the passed turf.
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/obj/structure/bodycontainer/proc/animate_slide_in(atom/movable/animated, turf/from_loc)
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// It's easier to just make a visual for entering than to animate the object itself
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var/obj/effect/temp_visual/morgue_content/visual = new(from_loc, animated)
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visual.layer = layer - (animated == connected ? 0.03 : 0.01)
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animate(
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visual,
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pixel_x = visual.base_pixel_x + (x * 32) - (visual.x * 32),
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pixel_y = visual.base_pixel_y + (y * 32) - (visual.y * 32),
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time = SLIDE_LENGTH,
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easing = CUBIC_EASING|EASE_IN,
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flags = ANIMATION_PARALLEL,
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)
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/// Used to mimic the appearance of an object sliding into a morgue tray.
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/obj/effect/temp_visual/morgue_content
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duration = SLIDE_LENGTH
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/obj/effect/temp_visual/morgue_content/Initialize(mapload, atom/movable/sliding_in)
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. = ..()
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if(isnull(sliding_in))
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return
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appearance = sliding_in.appearance
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dir = sliding_in.dir
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alpha = sliding_in.alpha
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base_pixel_x = sliding_in.base_pixel_x
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base_pixel_y = sliding_in.base_pixel_y
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#undef SLIDE_LENGTH
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#define MORGUE_EMPTY 1
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#define MORGUE_NO_MOBS 2
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#define MORGUE_ONLY_BRAINDEAD 3
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#define MORGUE_HAS_REVIVABLE 4
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/*
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* Morgue
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*/
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/obj/structure/bodycontainer/morgue
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name = "morgue"
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desc = "Used to keep bodies in until someone fetches them. Includes a high-tech alert system."
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icon_state = "morgue1"
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base_icon_state = "morgue"
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dir = EAST
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interaction_flags_click = ALLOW_SILICON_REACH|ALLOW_RESTING
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connected = /obj/structure/tray/m_tray
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/// Whether or not this morgue beeps to alert parameds of revivable corpses.
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var/beeper = TRUE
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/// The minimum time between beeps.
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var/beep_cooldown = 1 MINUTES
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/// Whether this morgue tray has revivables or not
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var/morgue_state = MORGUE_EMPTY
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/// The cooldown to prevent this from spamming beeps.
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COOLDOWN_DECLARE(next_beep)
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/// Internal air of this morgue, for cooling purposes.
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var/datum/gas_mixture/internal_air
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/// The rate at which the internal air mixture cools
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var/cooling_rate_per_second = 4
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/// Minimum temperature of the internal air mixture
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var/minimum_temperature = T0C - 60
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/obj/structure/bodycontainer/morgue/Initialize(mapload)
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/bodycontainer/morgue/LateInitialize()
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var/datum/gas_mixture/external_air = loc.return_air()
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if(external_air)
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internal_air = external_air.copy()
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else
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internal_air = new()
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START_PROCESSING(SSobj, src)
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/obj/structure/bodycontainer/morgue/return_air()
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return internal_air
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/obj/structure/bodycontainer/morgue/process(seconds_per_tick)
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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if(morgue_state == MORGUE_HAS_REVIVABLE && beeper && COOLDOWN_FINISHED(src, next_beep))
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playsound(src, 'sound/weapons/gun/general/empty_alarm.ogg', 50, FALSE) //Revive them you blind fucks
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COOLDOWN_START(src, next_beep, beep_cooldown)
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if(!connected || connected.loc != src)
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var/datum/gas_mixture/current_exposed_air = loc.return_air()
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if(!current_exposed_air)
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return
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// The internal air won't cool down the external air when the freezer is opened.
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internal_air.temperature = max(current_exposed_air.temperature, internal_air.temperature)
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if(current_exposed_air.equalize(internal_air))
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var/turf/location = get_turf(src)
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location.air_update_turf()
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else
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if(internal_air.temperature <= minimum_temperature)
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return
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var/temperature_decrease_this_tick = min(cooling_rate_per_second * seconds_per_tick, internal_air.temperature - minimum_temperature)
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internal_air.temperature -= temperature_decrease_this_tick
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/obj/structure/bodycontainer/morgue/beeper_off
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name = "secure morgue"
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desc = "Used to keep bodies in until someone fetches them. Starts with their beeper off."
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beeper = FALSE
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/obj/structure/bodycontainer/morgue/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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context[SCREENTIP_CONTEXT_ALT_LMB] = "[beeper ? "disable beeper" : "enable beeper"]"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/bodycontainer/morgue/proc/update_morgue_status()
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if(length(contents) <= 1)
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morgue_state = MORGUE_EMPTY
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return
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var/list/stored_living = get_all_contents_type(/mob/living) // Search for mobs in all contents.
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if(!length(stored_living))
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morgue_state = MORGUE_NO_MOBS
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return
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if(obj_flags & EMAGGED)
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morgue_state = MORGUE_ONLY_BRAINDEAD
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return
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for(var/mob/living/occupant as anything in stored_living)
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if(occupant.stat == DEAD)
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if(iscarbon(occupant))
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var/mob/living/carbon/carbon_occupant = occupant
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if(!carbon_occupant.can_defib_client())
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continue
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else
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if(HAS_TRAIT(occupant, TRAIT_SUICIDED) || HAS_TRAIT(occupant, TRAIT_BADDNA) || (!occupant.key && !occupant.get_ghost(FALSE, TRUE)))
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continue
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morgue_state = MORGUE_HAS_REVIVABLE
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return
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morgue_state = MORGUE_ONLY_BRAINDEAD
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/obj/structure/bodycontainer/morgue/proc/handle_bodybag_enter(obj/structure/closet/body_bag/arrived_bag)
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if(!arrived_bag.tag_name)
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return
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name = "[initial(name)] - ([arrived_bag.tag_name])"
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update_appearance(UPDATE_ICON)
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/obj/structure/bodycontainer/morgue/proc/handle_bodybag_exit(obj/structure/closet/body_bag/exited_bag)
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name = initial(name)
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update_appearance(UPDATE_ICON)
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/obj/structure/bodycontainer/morgue/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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. = ..()
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if(istype(arrived, /obj/structure/closet/body_bag))
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return handle_bodybag_enter(arrived)
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/obj/structure/bodycontainer/morgue/close()
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. = ..()
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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/obj/structure/bodycontainer/morgue/Exited(atom/movable/gone, direction)
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. = ..()
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if(istype(gone, /obj/structure/closet/body_bag))
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return handle_bodybag_exit(gone)
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/obj/structure/bodycontainer/morgue/open()
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. = ..()
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update_morgue_status()
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update_appearance(UPDATE_ICON_STATE)
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/obj/structure/bodycontainer/morgue/examine(mob/user)
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. = ..()
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. += span_notice("The speaker is [beeper ? "enabled" : "disabled"]. Alt-click to toggle it.")
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/obj/structure/bodycontainer/morgue/click_alt(mob/user)
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beeper = !beeper
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to_chat(user, span_notice("You turn the speaker function [beeper ? "on" : "off"]."))
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return CLICK_ACTION_SUCCESS
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/obj/structure/bodycontainer/morgue/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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balloon_alert(user, "alert system overloaded")
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obj_flags |= EMAGGED
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update_appearance(UPDATE_ICON)
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return TRUE
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/obj/structure/bodycontainer/morgue/update_icon_state()
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if(!connected || connected.loc != src) // Open or tray is gone.
|
|
icon_state = "morgue0"
|
|
return ..()
|
|
|
|
if(morgue_state == MORGUE_EMPTY) // Empty
|
|
icon_state = "morgue1"
|
|
return ..()
|
|
|
|
if(morgue_state == MORGUE_NO_MOBS) // No mobs?
|
|
icon_state = "morgue3"
|
|
return ..()
|
|
|
|
if(morgue_state == MORGUE_HAS_REVIVABLE)
|
|
icon_state = "morgue4" // Revivable
|
|
return ..()
|
|
|
|
if(morgue_state == MORGUE_ONLY_BRAINDEAD)
|
|
icon_state = "morgue2" // Dead, brainded mob.
|
|
return ..()
|
|
|
|
/obj/structure/bodycontainer/morgue/update_overlays()
|
|
. = ..()
|
|
underlays.Cut()
|
|
|
|
if(name != initial(name))
|
|
. += "[base_icon_state]_label"
|
|
|
|
#undef MORGUE_EMPTY
|
|
#undef MORGUE_NO_MOBS
|
|
#undef MORGUE_ONLY_BRAINDEAD
|
|
#undef MORGUE_HAS_REVIVABLE
|
|
|
|
/*
|
|
* Crematorium
|
|
*/
|
|
GLOBAL_LIST_EMPTY(crematoriums)
|
|
/obj/structure/bodycontainer/crematorium
|
|
name = "crematorium"
|
|
desc = "A human incinerator. Works well on barbecue nights."
|
|
icon = 'icons/obj/machines/crematorium.dmi'
|
|
icon_state = "crema1"
|
|
base_icon_state = "crema"
|
|
dir = SOUTH
|
|
|
|
connected = /obj/structure/tray/c_tray
|
|
|
|
var/id = 1
|
|
|
|
/obj/structure/bodycontainer/crematorium/Initialize(mapload)
|
|
. = ..()
|
|
GLOB.crematoriums += src
|
|
|
|
/obj/structure/bodycontainer/crematorium/Destroy()
|
|
GLOB.crematoriums -= src
|
|
return ..()
|
|
|
|
/obj/structure/bodycontainer/crematorium/attack_robot(mob/user) //Borgs can't use crematoriums without help
|
|
to_chat(user, span_warning("[src] is locked against you."))
|
|
return
|
|
|
|
/obj/structure/bodycontainer/crematorium/connect_to_shuttle(mapload, obj/docking_port/mobile/port, obj/docking_port/stationary/dock)
|
|
id = "[port.shuttle_id]_[id]"
|
|
|
|
/obj/structure/bodycontainer/crematorium/update_icon_state()
|
|
if(!connected || connected.loc != src)
|
|
icon_state = "[base_icon_state]0"
|
|
return ..()
|
|
if(locked)
|
|
icon_state = "[base_icon_state]_active"
|
|
return ..()
|
|
icon_state = "[base_icon_state][(contents.len > 1) ? 2 : 1]"
|
|
return ..()
|
|
|
|
/obj/structure/bodycontainer/crematorium/proc/cremate(mob/user)
|
|
if(locked)
|
|
return //don't let you cremate something twice or w/e
|
|
// Make sure we don't delete the actual morgue and its tray
|
|
var/list/conts = get_all_contents() - src - connected
|
|
|
|
if(!conts.len)
|
|
audible_message(span_hear("You hear a hollow crackle."))
|
|
return
|
|
|
|
else
|
|
audible_message(span_hear("You hear a roar as the crematorium activates."))
|
|
|
|
locked = TRUE
|
|
update_appearance()
|
|
|
|
for(var/mob/living/M in conts)
|
|
if(M.incorporeal_move) //can't cook revenants!
|
|
continue
|
|
if (M.stat != DEAD)
|
|
M.emote("scream")
|
|
if(user)
|
|
log_combat(user, M, "cremated")
|
|
else
|
|
M.log_message("was cremated", LOG_ATTACK)
|
|
|
|
if(user.stat != DEAD)
|
|
user.investigate_log("has died from being cremated.", INVESTIGATE_DEATHS)
|
|
M.death(TRUE)
|
|
if(M) //some animals get automatically deleted on death.
|
|
M.ghostize()
|
|
qdel(M)
|
|
|
|
for(var/obj/O in conts) //conts defined above, ignores crematorium and tray
|
|
// SKYRAT EDIT ADDITION
|
|
if(istype(O, /obj/item/goldeneye_key))
|
|
continue
|
|
// SKYRAT EDIT END
|
|
if(istype(O, /obj/effect/dummy/phased_mob)) //they're not physical, don't burn em.
|
|
continue
|
|
qdel(O)
|
|
|
|
if(!locate(/obj/effect/decal/cleanable/ash) in get_step(src, dir))//prevent pile-up
|
|
new/obj/effect/decal/cleanable/ash(src)
|
|
|
|
sleep(3 SECONDS)
|
|
|
|
if(!QDELETED(src))
|
|
locked = FALSE
|
|
update_appearance()
|
|
playsound(src.loc, 'sound/machines/ding.ogg', 50, TRUE) //you horrible people
|
|
|
|
/obj/structure/bodycontainer/crematorium/creamatorium
|
|
name = "creamatorium"
|
|
desc = "A human incinerator. Works well during ice cream socials."
|
|
|
|
/obj/structure/bodycontainer/crematorium/creamatorium/cremate(mob/user)
|
|
var/list/icecreams = list()
|
|
for(var/mob/living/i_scream as anything in get_all_contents_type(/mob/living))
|
|
icecreams += new /obj/item/food/icecream(null, list(ICE_CREAM_MOB = list(null, i_scream.name)))
|
|
. = ..()
|
|
for(var/obj/ice_cream as anything in icecreams)
|
|
ice_cream.forceMove(src)
|
|
|
|
/*
|
|
* Generic Tray
|
|
* Parent class for morguetray and crematoriumtray
|
|
* For overriding only
|
|
*/
|
|
/obj/structure/tray
|
|
icon = 'icons/obj/machines/crematorium.dmi'
|
|
density = TRUE
|
|
anchored = TRUE
|
|
pass_flags_self = PASSTABLE | LETPASSTHROW
|
|
max_integrity = 350
|
|
|
|
///The bodycontainer we are a tray to.
|
|
var/obj/structure/bodycontainer/connected
|
|
|
|
/obj/structure/tray/Destroy()
|
|
if(connected)
|
|
connected.connected = null
|
|
connected.update_appearance()
|
|
connected = null
|
|
return ..()
|
|
|
|
/obj/structure/tray/atom_deconstruct(disassembled = TRUE)
|
|
new /obj/item/stack/sheet/iron (loc, 2)
|
|
|
|
/obj/structure/tray/attack_paw(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/tray/attack_robot(mob/user, list/modifiers)
|
|
return attack_hand(user, modifiers)
|
|
|
|
/obj/structure/tray/attack_hand(mob/user, list/modifiers)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if (connected)
|
|
connected.close()
|
|
else
|
|
to_chat(user, span_warning("That's not connected to anything!"))
|
|
add_fingerprint(user)
|
|
|
|
/obj/structure/tray/attackby(obj/P, mob/user, params)
|
|
if(!istype(P, /obj/item/riding_offhand))
|
|
return ..()
|
|
|
|
var/obj/item/riding_offhand/riding_item = P
|
|
var/mob/living/carried_mob = riding_item.rider
|
|
if(carried_mob == user) //Piggyback user.
|
|
return
|
|
user.unbuckle_mob(carried_mob)
|
|
MouseDrop_T(carried_mob, user)
|
|
|
|
/obj/structure/tray/MouseDrop_T(atom/movable/O as mob|obj, mob/user)
|
|
if(!ismovable(O) || O.anchored || !Adjacent(user) || !user.Adjacent(O) || O.loc == user)
|
|
return
|
|
if(!ismob(O))
|
|
if(!istype(O, /obj/structure/closet/body_bag))
|
|
return
|
|
else
|
|
var/mob/M = O
|
|
if(M.buckled)
|
|
return
|
|
if(!ismob(user) || user.incapacitated())
|
|
return
|
|
if(isliving(user))
|
|
var/mob/living/L = user
|
|
if(L.body_position == LYING_DOWN)
|
|
return
|
|
O.forceMove(src.loc)
|
|
if (user != O)
|
|
visible_message(span_warning("[user] stuffs [O] into [src]."))
|
|
return
|
|
|
|
/*
|
|
* Crematorium tray
|
|
*/
|
|
/obj/structure/tray/c_tray
|
|
name = "crematorium tray"
|
|
desc = "Apply body before burning."
|
|
icon_state = "cremat"
|
|
layer = /obj/structure/bodycontainer/crematorium::layer - 0.03
|
|
|
|
/*
|
|
* Morgue tray
|
|
*/
|
|
/obj/structure/tray/m_tray
|
|
name = "morgue tray"
|
|
desc = "Apply corpse before closing."
|
|
icon = 'icons/obj/structures.dmi'
|
|
icon_state = "morguet"
|
|
pass_flags_self = PASSTABLE | LETPASSTHROW
|
|
layer = /obj/structure/bodycontainer/morgue::layer - 0.03
|
|
|
|
/obj/structure/tray/m_tray/CanAllowThrough(atom/movable/mover, border_dir)
|
|
. = ..()
|
|
if(.)
|
|
return
|
|
if(locate(/obj/structure/table) in get_turf(mover))
|
|
return TRUE
|
|
|
|
#undef BREAKOUT_COOLDOWN
|
|
#undef BREAKDOWN_TIME
|